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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - bobucles

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436
Bug Reports & Support / Re: More options for screen resolution
« on: October 15, 2019, 09:52:25 AM »
For the moment, you can edit the shortcut properties to force the game to use UI scaling. Windows is dumb though and you can't actually tell it how much to scale, only to use the current system setting. Windows scaling will make your resolution larger than the game setting, but at least you won't need to squint as hard.

You can force a game resolution through editing config files. Fire up your notepad++ (don't leave home without it!) and open your
Code
\Starsector\starsector-core\data\config\settings.json
file.  The magic line looks like
Code
#"resolutionOverride":"1024x768",
#"forceAspectRatio":"1.3333",
Tweak it and remove the # to turn it on.

Beware that full screen mode is very picky about your screen resolutions. Only use official screen modes. Windowed mode will work with any reasonable number.

437
Suggestions / Re: Gunnery Implant - gives additional weapons groups
« on: October 15, 2019, 09:36:22 AM »
But you don't need a billion weapon groups to do that. You just need one, "Fire at will". As long as independent weapons follow the rules you expect them to, they'll perform their appropriate behavior accordingly. Low efficiency guns will shut down at high flux, PD will stay active until the last, and anti shields will target anti shields etc.

Weapon groupings are best off a player convenience so that you don't need to scroll through a heap of menus to fire your own guns.

438
Suggestions / Re: Gunnery Implant - gives additional weapons groups
« on: October 15, 2019, 09:22:34 AM »
There's still something I'm not getting here. Does a weapon NEED to have its own weapon group to have independent tracking? Because as it stands, there's little reason you'd ever need precise control over your "fire at will" turret mounts. If anything, an excessive amount of turret groupings will only clutter the interface and get in the way of more essential high level decisions.

439
Suggestions / Re: Gunnery Implant - gives additional weapons groups
« on: October 15, 2019, 07:28:28 AM »
How many weapon groups does a player really need? I make ample use of 3:
- Manual fire (primary)
- Hold fire (missiles)
- Everything else on auto fire.
Is there any particular benefit to having more?

440
General Discussion / Re: Small ships, battle sizes, fleet limits
« on: October 13, 2019, 07:32:29 AM »
Oookay. Let's see.
https://www.youtube.com/watch?v=8V8_HNtyLXk
Looks like a comfy swarm of frigates. They charge in, peel a few cruisers off and swarm them down. Looks like a good wolf pack tactic. I'm not seeing the problem here, unless I'm being trolled?

I don't even know why there's such a huge fuss over understanding something so basic.

441
General Discussion / Re: Whats the best way to counter phase fleets
« on: October 12, 2019, 11:19:23 AM »
The AI isn't terribly effective with phase ships, so ideally you can kill the main fleet first and focus them down afterward.

There are virtually no weapons that can deal significant burst damage in the small window of weakness between cloaks. Missile weapons take too long to reach the target, and most projectiles are only good for 1 or 2 hits. Long duration weapons like beams tend to be more effective. Pressure the ship to stay cloaked to overload its flux, and it will eventually have no choice but to decloak into taking damage.

442
General Discussion / Re: Small ships, battle sizes, fleet limits
« on: October 12, 2019, 05:35:20 AM »
Quote
In any case, even if what you wrote of his meaning is right, who is to say that frigates are meant to be used by surrounding and isolating a target?
There's no crime in admitting you were wrong, that your original understanding is mistaken, and to re approach the topic with a fresh mind and a fresh point of view. Step back, take a deep breath, and realize this is a public forum.

Swarming strategies are not new. They've existed for as long as small things have ever had to fight big things. Spend 10 minutes with the game mechanics and you will learn why small ships necessarily fight differently from big ships, and perhaps that pushing your weight around isn't making anyone else look silly.

Quote
That fleet limit exists, the increase in fleet power, that differing time for ship hulls before CR decay exists, that hullmods exists that increases weapon range according to hullsize,
Yes, a lot of game mechanics are in favor of increasing ship size, more firepower and longer battles. That does not automatically render a discussion of small ships invalid. If anything, it opens up questions on the role of smaller ships(and battles) as the game advances. Would it make sense that everyone, everywhere, synchronically grows their fleets and that all battles in the sector spontaneously scale up in level? Probably not, but an outbreak of war could justify more ships huddling together for protection. Perhaps players might want to accomplish objectives using a small elite force, but may struggle when using a larger fleet? There are game elements of stealth, and speed, and special deployment rules that could make such things possible.

443
General Discussion / Re: Small ships, battle sizes, fleet limits
« on: October 11, 2019, 11:14:24 AM »
Quote
Perhaps you would do well to follow your own advice.
There is another type of wolf pack. You seem to be considering the naval definition of a fully equipped task force, the scale of which basically means "your entire fleet" in this game. I just meant the simple canus lupus wolf pack, which I figured would be more obvious given that I was actually referring to animals. As in a literal pack of wolves, surrounding and isolating a target to pick it off.

444
Suggestions / Re: Imposing tariffs on other factions
« on: October 11, 2019, 09:50:09 AM »
Even if you impose tariffs, we can assume the black market is also available to NPC traders. They would be able to avoid them.

How would it play out in terms of game mechanics? It might be something like "each item traded gives more cr", but the penalty would probably be a cost of "reduced accessibility". Traders will put less effort into non profitable trades, after all. So if you are getting more profit per trade, but there are less trades overall, is that a good thing or a bad thing?

445
General Discussion / Re: Colonizing Core Systems
« on: October 11, 2019, 06:09:11 AM »
Decivilization is a thing, keep the planet Destabilised for years and the planet becomes decivilised
I dunno. Tearing apart a planet piece by piece to ensure that everyone dies somehow seems more evil than dropping a few bombs from orbit.

446
General Discussion / Re: Colonizing Core Systems
« on: October 11, 2019, 06:03:30 AM »
I'm more curious that you managed to purge a core world, yet still have any remaining positive relations to worry about. Isn't planet bombing kind of a war crime?

447
Quote
You didn't describe the right "why" which is "why" you want to  "provides large indirect combat boons targeted at frigate and destroyer themed fleets". But as it is the reason you have given now is sufficient, and it would be acceptable if only you had placed it in the original post, but your the solution seems to be predetermined for a logistical capital instead.
Congratulations on reading the first sentence in the first post. Feel free to read the rest of them as well, and try to keep an open mind. Space is hardly set in stone, after all.

The reason for why a "massive facility intended to dock entire ships, shut them down and fix them in deep space, while still allowing the fleet to be mobile" demands a capital hull is an exercise best left to the reader.

448
Suggestions / Re: No Survivors!
« on: October 11, 2019, 05:42:51 AM »
Would the distance from the core worlds matter? Blowing up a massive trade fleet inside hedgy space is suspicious even if there are no survivors. Would nearby fleets be able to investigate after witnessing a battle? Just because the victim can't report a battle, doesn't mean no one else saw it. Gigantic explosions and burning hulls have a way of showing up on space sensors, after all.

Picking off every single ship to the last man is also not a trivial affair. Fleet pursuit battles involve a pile of fleeing ships, but some of them can still get away. Are any escaped ships an automatic failure? Are your crew guaranteed to keep their mouths shut in the space bars? Rumors have a way of spreading around, even if there weren't any survivors there is always a circumstantial trail of evidence that will make your own fleet suspicious.

I think the idea brings up more questions than it does answers. Also, chasing down a shattered fleet to shut them up doesn't sound like a lot of fun.

449
General Discussion / Re: Small ships, battle sizes, fleet limits
« on: October 11, 2019, 05:28:13 AM »
Quote
What is a "wolf pack tactics", and who is to say that is how they are meant to be used?
I mean, just Google it? It's a very easily understood tactic where smaller creatures use their speed and numbers to overwhelm a larger one. If there's some other fundamental way for frigates to fight, I'd certainly like to hear it.

Small ships struggle in the game because the primary battlefield is a direct brawl between two fleets. You don't throw cavalry forces down the front line in a total war game, and it doesn't make sense to throw frigates into a direct brawl here. They're too small and squishy for that kind of battle. Players are pressured to use many frigates to get results, but the fleet hard cap favors using only the biggest ships. Frigates typically can't benefit from officers because officers are finite and their talents are force multipliers. Multiplying a small ship doesn't matter as much as multiplying a large ship.  Frigates end up missing out on the talents that they direly need, such as ship recovery, further broadening the gap between small and big. Long weapon ranges also crush the frigate, since they can be picked off without ever getting a chance at combat.

Frigates also suffer on the strategic map. Getting a free full burn 20 with tiny ships is great, but it's not too difficult to get full burn 16-20 with a capital fleet. A frigate with damaged engines can be just as slow as a capital ship. A large pack of frigates punish hyperspace travel, as many space hazards punish your fleet according to ship count. Sensor profile and sensor range also tend to come in matching pairs, so a pack of frigates gains little in the stealth game over a handful of paragons. Many frigates cost 2-4 supplies for deployment, but when they start costing 6-8 supply they're starting to step on the toes of destroyers.

450
General Discussion / Re: New player : Tarrif questions
« on: October 10, 2019, 01:26:19 PM »
Quote
Black market usage is illegal.
Black market usage is about as illegal as getting a parking ticket. Trading hundreds of thousands of spacebux with a transponder on amounts to a total damage of -1 reputation, sometimes. The reputation gain from a good trade frequently outweights the illegal trade penalty, so you'll typically gain rep in the process. I got caught in an inspection with "suspicious cargo", but no illegal goods. The damage was -3 rep, for the space equivalent of getting busted at a weigh station. These losses are very possible to recover through missions and black market trade.

I'm not seeing any serious issue here. Safe trade is not profitable, real trade makes money, and risky trade makes even more money. They're all valid trade offs to work with.


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